Pascal Thériault work email
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Pascal Thériault personal email
As a trustworthy team player, designing innovative gameplay sequences and thrilling stories with writers, artists, animators and programmers is what inspires me the most.I am a sensitive designer who deeply cares about accessibility and flow in order to let players intuitively immerse themselves into the world and stories that we create as a team.I also am a quick learning individual holding a background in computer graphics, web design, multimedia and interactivity, which helps me to keep a perfect balance between the functionality and the esthetic aspect in everything I create.Specialties: - Leading and coordinating level design teams from conception to the end of the production, on site and in collaboration with external/collab studios.- Orienting and developing core gameplay rules & mechanics in collaboration with creative directors, game design directors and lead programmers with a special attention to details influencing the accessibility and the comprehension of our levels and gameplays.- Designing levels starting from a concept to its gold master status focusing on the story and the player experience- Mentoring junior members of a team on the design and tools in order to help them reaching their full potential- Designing, delivering and demoing special internal and external milestones and demos (ex.: E3 & Gamescon demos on stage for multiple AC games)- Scripting (Prototypes, scripted events, cinematics, exotic gameplays using different tools and scripting languages)- Inter-department partnership (tools & features development, level artists, data implementation)
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Level Design DirectorStudio Krafton Montréal Aug 2024 - PresentMontreal, Quebec, Canada -
Level Design DirectorBehaviour Interactive May 2022 - Jul 2023Montreal, Quebec, Canada -
Senior Level Designer - The Outlast TrialsRed Barrels Dec 2020 - May 2022Montreal, Quebec, Canada -
Associate Level Design Director - HyperscapeUbisoft Dec 2017 - Dec 2020Montreal, Quebec, Canada• Establishing a vision of a dynamic and versatile world for an online multiplayer game• Building and leading a team of Level Designers through the development process of the world.• Defining gameplay metrics while also supervising the creation of the assets in order to craft a fluid navigation flow within the environment.• Designing future game events and seasonal updates. -
Associate Level Design Director - Assassin'S Creed OriginsUbisoft May 2015 - Nov 2017Montreal, Quebec, Canada• In collaboration with the Level Design Director, I've contributed to the definition of the high-level direction, design rules and guidelines for our new systemic quest approach.• Actively guiding the design and the development of our new Quests and AI systems in regards to the game vision and its implementation through the quests.• Leading the Level Design team for the prototyping and conception phase of the project.• Establishing the quests blueprint along with the Creative Director, the Level Design Director and the Narrative Director.• Leading a team of designers in charge of quests located in the Giza and Memphis areas of Egypt (approximately a third of the game). -
Associate Level Design Director - Undisclosed Project (Cancelled)Ubisoft Apr 2014 - May 2015- Assisting the Level Design Director into leading a small team of senior Level Designers during the conception of the world identity and the design of guidelines defining quests for a new open-world online 1st person shooter.- Conceptualizing the world structure with designers and artists.- Prototyped the navigation flow, the 360-approach philosophy and the metrics for an adaptive solo/team-based game. -
Associate Level Design Director - Child Of LightUbisoft Sep 2013 - Mar 2014Montreal, Quebec, Canada• Designing and implementing all side quests.• Guiding artists into the creation of secondary characters based on the gameplay and story• Assisting the writer to establish the stories for side quests. -
Associate Level Design Director - Assassin'S Creed Black FlagUbisoft Oct 2012 - Sep 2013Sofia, Sofia City, Bulgaria• Oversaw the content provided by our partnering studio in Bulgaria. Onsite presence in Bulgaria for 3 months in order to facilitate the development of the layouts and missions.• Defining the mission’s blueprint, overseeing the creation of the 25 missions created by designers at the studio.• Mentoring an associated studio by sharing brand guidelines and design methodologies.• Defining, reviewing, balancing and approving the missions, their related layouts and script.• Guiding the partnership and being the main point of contact for both studios level design-wise -
Associate Level Design Director - Assassin'S Creeds IiiUbisoft Jan 2012 - Sep 2012Montreal, Quebec, Canada• Along with the Level Design Director, I've helped defining the creative intentions and guided the design of most maps and missions developed by Ubisoft Singapore and Ubisoft Quebec studios.• Reviewing, balancing and approving the missions, their related layouts and script.• Guiding the partnership and being the main point of contact for the 2 studios mission-wise. -
Level Designer - Assassin'S Creed RevelationsUbisoft Mar 2011 - Oct 2011Montreal, Quebec, Canada• Designing and implementing multiple awards-winning E3 demo (Greek fire)• In charge of the design and implementation of tutorials, managing gameplay consistency, game balancing and skills evolution amongst the missions. -
Level Designer - Undisclosed Project (Cancelled)Ubisoft Nov 2009 - Feb 2011Montreal, Quebec, Canada• Creating various prototypes in collaboration with programmers and animators to define a new dynamic environment type of action-adventure game. -
Level Designer - Assassin'S Creed BrotherhoodUbisoft Aug 2010 - Oct 2010Montreal, Quebec, Canada• Joined the project for a temporary assignment to help the team by re-working, polishing and debugging side missions. -
Level Designer - Assassin'S Creed IiUbisoft Nov 2008 - Oct 2009Montreal, Quebec, Canada• Designing and implementing multiple awards-winning E3 demo (Leonardo's flying machine)• In charge of the design and implementation of tutorials on multiple games, managing gameplay consistency, game balancing and skills evolution amongst the missions.• Designed, created and polished multiple missions and level layouts from their concept phase to their gold-master status.• Brainstormed, prototyped and iterated on different concepts with the game design department.• Defined mission stories and adapted the script in close collaboration with writers in regards to the overall mission direction and its specific production constraints.• Created design documents and worked closely with world designers, artists, animators and programmers to develop and integrate gameplay ingredients, cinematics and scripted events. -
Level Designer - Prince Of Persia (2008)Ubisoft Nov 2007 - Oct 2008Montreal, Quebec, Canada• In charge of the design and implementation of tutorials, managing gameplay consistency, game balancing and skills evolution amongst the world areas.• Designed, created and polished multiple level layouts from their concept phase to their gold-master status (Alchemist area).• Working closely with artists, animators and programmers to develop and integrate gameplay ingredients, cinematics and scripted events. -
Level Designer - Assassin'S CreedUbisoft May 2006 - Oct 2007Montreal, Quebec, Canada• Co-designing with a senior Level Designer and implementing multiple awards-winning E3 demo (Live demo - Talal mission)• Prototyping different gameplays during the conception phase• Implementing and adjusting mission design ideas on all Jerusalem missions.• Working along with technical directors and programmers to establish the tools and support required to develop the new engine and open world gameplay for interactive scripted missions.
Pascal Thériault Skills
Pascal Thériault Education Details
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Cégep De Matane - Ubisoft CampusLevel Design -
Graphic Design -
Cégep De Ste-FoyTechniques D'Intégration Multimédia
Frequently Asked Questions about Pascal Thériault
What company does Pascal Thériault work for?
Pascal Thériault works for Studio Krafton Montréal
What is Pascal Thériault's role at the current company?
Pascal Thériault's current role is Level Design Director.
What is Pascal Thériault's email address?
Pascal Thériault's email address is pa****@****oft.com
What schools did Pascal Thériault attend?
Pascal Thériault attended Cégep De Matane - Ubisoft Campus, Université Laval, Cégep De Ste-Foy.
What are some of Pascal Thériault's interests?
Pascal Thériault has interest in Traveling, Snowboarding, New Technologies, Motorcycle, Graphic Design And Web Development, Video Games.
What skills is Pascal Thériault known for?
Pascal Thériault has skills like Gameplay, Level Design, Xbox 360, Ps3, Video Games, Mission Design, Game Engines, Game Development, Cinematics, Scripting, Game Mechanics, Game Design.
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Pascal Theriault
Calgary, Ab
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